You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Right now, serializing a world state take a lot of memory on a real game:
Some useless data are added (for example Links array that could be totally removed when sending data)
Archetypes and Component Types information are sent every frame (no caching)
Proposed changes are:
Remove Component Links write/read, and let the user know which entities are in which ISerializer.
Cache archetypes and component types information, but I personally think they should be sent in another message (since the client can sometimes not process a frame of data for performance reasons; and this mean we will need to create data for each connected client...)
Use BitBuffer instead of DataBuffer, which support delta encoding, zig-zag encoding, etc...
Implement custom serializers (it's already the case, but it's kinda hard to add one) and an easy way to not serialize a component.
The text was updated successfully, but these errors were encountered:
(not related to multiplayer networking)
Right now, serializing a world state take a lot of memory on a real game:
Proposed changes are:
The text was updated successfully, but these errors were encountered: